Before someone attacks me:No, I won't say/accept the term "American" to refer exclusively to people or things from the United States.America is a continent and deal with it.I'm an American, but not necessarily from the U.S.

Some important things I want to emphasize:1. You'll need to replace your .iso's smashbros_sound.brsar with an edited one (preferred), use File Patch Code 4.1 or above (possibly unstable), or use Riivolution.2. Replacing the final smash brstm files with ones already in Brawl will use up some of your space for music.3. I had one PSA (Flame Orbitar Pit) play Donkey Kong's Final Smash music after making this edit so I changed the PSA to fix the inappropriate sound.

See the SEQ music bypass hack information on the Brawl Vault download page for more benefits and drawbacks. You can manually edit the .brsar if you want to do things differently than Diddy Kong.

Good to see a workaround has come about however I'll probably want to keep my setup gecko compatible for now. It's a shame we can't identify and fix why certain seq files play properly with BrawlEx while final smash songs do not, I feel like this info could be used to apply a proper fix in the future.

I should also mention that I've been reporting problems to the Dolphin Emulator issue tracker about errors that are more common with brawl mods. Since Brawlex setups usually have a large number of mods, problems are more likely to be encountered. Important changes that resulted from this:

4.0-8706 (TextureCacheBase: Change CalculateLevelSize to match D3D/OGL sizes) reduces lag with textures that significantly differ from the power of two rule. Also prevents BSOD on Windows in extreme cases.

4.0-9139 (Fix a few asserts in the VertexShaderGen) Better AB11 implementation with shaders. This significantly reduced the assert messages (panic alerts) Dolphin raises.

Usually the most recent Dolphin development builds give the best Brawlex experience unless they're completely broken. The two mentioned builds were pretty significant milestones though.

Unrelated, I want to see if I can do anything about fixing Captain Falcon's beta .rel. Supposedly this video is good for learning how to use dolphin debugger with no prior debugging experience however the link is down https://www.twitch.tv/internetexplorer6/c/1814114. Does anyone have an alternative? I'll post this in a new thread too since I'm unlikely to find an answer here. PPC ASM doesn't scare me.

Some important drawbacks I want to note:1. Direct edits to the smashbros_sound.brsar are not compatible with Gecko codes so you'll need to edit the .iso or use Riivolution.2. Replacing the final smash brstm files with ones already in Brawl will use up some of your space for music.3. I had one PSA (Flame Orbitar Pit) play Donkey Kong's Final Smash music after making this edit so I changed the PSA to fix the inappropriate sound.

See the SEQ music bypass hack information on the Brawl Vault download page for more benefits and drawbacks. You can manually edit the .brsar if you want to do things differently than Diddy Kong.

hmmm interesting. we can probably fix the gecko issue honestly. if i remember its just simply not mapped to find those files. same with THP vids. i'll see what i can do.

I figured about as much, but all I see that seems like it has to do with the marks are the model files. Adding one of those doesn't seem to fix the crashing.

Am I missing something obvious?

You'll need to copy a InfResultMark##_TopN.mdl0, associate it with a MenSelchrMark.## texture (CI4 format), and associate a InfResultMark##_TopN.clr0 with that texture. Also make sure that the Franchise ID in Cosmetic##.dat is correct.

I may as well ask, has anyone gotten added result franchise icons to display properly here? Mine are always too dark. It looks fine elsewhere on the results screen, just not at the bottom of that black results box.

Have you tried copying the materials and shaders from a known working result mark model to your new one? Have you checked to see if the visibility bone listed matches what is there in the model?

All else fails, could you link to your modified STGRESULT and let me take a look?

Also bear in mind that result mark models do not have any textures applied to them in STGRESULT.pac, so saying associate a texture with that would confuse someone and maybe cause some issues. The only places a textured mark would be necessary are in the character select, and I think info.pac, as well. Naturally, you'll have to also edit the pat0 to point to those textured marks.